To reiterate: thanks again MC for this reply.
> role of Strength for melee characters?
...snip...
So this, for me at least, negates the "strength is a dump stat" meme that was going around.
Was another hunch of mine correct? Do (some?) melee weapons have a Strength minimum to use? Can you share a couple of example damage stats / min strengths (if that is a thing)? I'm curious how it scales relative to unarmed and ranged combat. I was wondering if there any that beat str/2 scaling, so do more damage that unarmed.
And yes, if your Unarmed Combat Damage is heavy, e.g. 8 for an X(11) bone-augmented Troll, then using any sort of weapon will mean you do less damage. Because even the Panther XXL only does 7P base.
Couple of things I see here:
Unarmed doing more damage than Panther - mechanically, I think that's Ok from a risk/reward standpoint. Melee is higher risk, so higher reward is reasonable. In fluff terms, I think it can be explained by an unarmed combat attack covering more than one actual blow (which is how I've always described it anyway), so it might be a half dozen blows in a combo from someone who can bench press a medium sized car. Which would certainly hurt.
Unarmed vs armed is a bit stranger to me, mechanically, I think; the fact that Troll characters might (I guess?) do more damage if they drop their claymore or sledge, assuming they have physical unarmed damage (cyberarms or bone lacing.) Seems off-putting.
Although I've made an assumption -- do augs and knucks still change unarmed damage to physical? That'd make this look different, if that's changed and unarmed is always stun damage.
What's the racial max strength for orcs and trolls, out of interest?
Armor has a Defense Boost and Capacity for mods. Hardened Armor gives autohits equal to its rating, which is being discussed regarding game balance but fell outside of the scope of Hotfix errata.
Gotcha. Is there hardened personal armou? Security armour or full-body or stuff? Or is it like 5e and just critters and vehicles?
- You can earn 2 Edge max per Round
Hmm. Still not sure how I feel about the "clipping" effect here, where a lot of stuff the PC does right won't count because they've already hit the cap... but I suspect fiddling with it will be a drastic change. Hmm hmm hmm.
- You can spend Edge once per Action
- When spending Edge, you can use a boost multiple times, e.g. spend 3 Edge to reroll 3 of your opponent's dice
Cool, I think these sound good.
> action economy
Drugs, spells, adept powers, augmentations all still exist. HotSim got nerfed to 3d6 Initiative, meaning Matrix people face a tough choice between 2 Majors and 1 Major with 4 Minors.
Ooooh, interesting. That probably feels like it buffs wired samurai / physads, too, comparatively? As they can get significantly higher than that. I like that.
There are a lot of Minor Actions. Plenty of useful ones. As to what you consider useful, I have no idea. Some people will complain, others will love the toybox.
Some of the ones I've seen in the errata and others have mentioned sound intriguing. It certainly sounds like there's a wider variety than there are for simple actions in 5e.
My primary interest here is the calculation for samurais to make between a second attack or a range of minor actions. My hunch, it's desirable that there's enough minors to make that an interesting decision and not a matter of "well obviously I shoot twice, same as last time." Sounds like that's true?
> NPCs and Edge
They earn it the same way anyone else does. An entire set of Enemies may spend Edge only once per turn. So if you face 8 gangbangers and they split into 2 groups of 4 when attacking you, these two groups combined can spend Edge exactly once per turn.
Seems reasonable.
The initial Edge value equals the Professional Rating, which ranges from 0 to 10. If you have a Prime Runner, they are like players so with individual Edge stats and gain individually as well. On top of that, a Prime Runner can freely steal Edge from his Professional Rating Grunt minions.
So, broadly, the big boys are laden with Edge? Again, seems reasonable.
> number of skills?
19. And plenty of skills you'll never touch, of course.
This is maybe, in some ways, the most radical change? Of course you still have knowledge skills on top of that (which I think I read are cheaper now? As they don't have ratings?)
The complaint I've seen expressed is characters might feel similar to each other due to reduced numbers of skills to pick from. Not sure I buy that. But I'd want to generate a few and see how they look. I think you have to look at this across the whole chargen system, including all the priorities and the point values across the categories.
Riggers and deckers feel like they benefit a lot from this. They were under pretty severe skills crunch in 5e, to my mind. It was very difficult to cover even some of the bases without care.
> chargen priority E to Attributes
"Trap" is a leading phrase.
Aye, the scare quotes where because I didn't agree with the argument that went on.
Posts were VERY clear about it: There's builds possible with it that some people may consider viable. Personal preferences heavily apply. As for baseline human stat: That is not named. But only at PR 3+ do you get above average 2.125, Thugs-Gangers are all average 1.875-2.125, so pretty much 2 as baseline.
Fair. I wrote this question done before the thread the other day, but it was well-covered there. Should have deleted it.
> what does a Vehicle Control Rig do now?
Lets you jump in. Gives you a dicepool bonus to all jumped-in action stuff. Gives you a point of Edge on that shit. Exact details are in the book.
Ok, I was wondering if the Edge had replaced the dice pool bonus. Riggers getting more buffs is A-OK by me. I love riggers.
> lethality, relative and absolute
Leading question. A Troll can at max reach Panther damage. As for one-shot-kills: I'm not pulling out statistics when everyone can run math. If you want super-lethality, play with "Here comes the Reaper" rules.
So I ment this as "comparing 5e to 6e" and it's really just out of interest. I don't have a strong opinion if more or less lethality is better or worse. I think it's a matter of taste and play style, and likely wants tweaking at each GM's table anyway.
I might write a little combat sim program to run some calculations comparing 5e and 6e, just so I feel like I understand the delta between the two versions.
> is vehicle damage/repair still very expensive?
No costs are described, so up to the GM what the "needed parts" will cost you. It's simply a really lengthy process if the damage is massive: Damage-type modifies the interval, NOT the threshold.
Sounds good. I think 5e's repair costs are pretty punitive. I know that's commonly house ruled.
> grenades/explosive - anything to mitigate what looks like very high lethality?
Don't run around like crazy so you can still run around, or simply involve any kind of tactical moves that will prevent you from being torn apart by grenades.
ie. keep Minor Actions in reserve so you can use dodge-style actions? Ok, I still think those damage codes look very high (shades of 2e's full-on chunky salsa rule) but I can see that.